Manuel Fradinho Duarte Oliveira - Academia.edu (original) (raw)
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Papers by Manuel Fradinho Duarte Oliveira
Http Dx Doi Org 10 1162 105474601750182315, Mar 13, 2006
ABSTRACT
Proceedings Theory and Practice of Computer Graphics, 2004., 2000
The current development approach with networked applications is to isolate the user from the stat... more The current development approach with networked applications is to isolate the user from the state of the network. With virtual environment systems and online games, this design principle seriously hampers the utility of the application for the users, who associate most disruptions to network problems. The perceptual network metaphors (PNM) is a novel approach to handle the negative impact of degraded network performance on people's experience with online applications of real-time interaction. Contrary to hiding the impact of the network from the participants, the application monitors the state of the network and integrates the information in the display in a seamless fashion. The paper presents the PNM conceptual framework and an early prototype
Virtual Environments (VE) present a complex problem with interesting non-trivial challenges for s... more Virtual Environments (VE) present a complex problem with interesting non-trivial challenges for software development. The problems increase when considering VE that are both distributed and shared amongst multiple participants. The majority of existing systems supporting Large Scale VE (LSVE) are based on monolithic architectures, making maintenance and software reuse difficult at best.
Lecture Notes in Business Information Processing, 2008
... Agility in Serious Games Development with Distributed Teams: A Case Study 319 ... the XP meth... more ... Agility in Serious Games Development with Distributed Teams: A Case Study 319 ... the XP methodology is implementation oriented with much diminished emphasis on analysis and design, a ... The High Moon Studios, responsible for games such as Dark Watch, have been using ...
The trend in existing networked applications has to been to isolate the application from the netw... more The trend in existing networked applications has to been to isolate the application from the network. However, such an approach antagonizes the users of virtual environments and online games who acknowledge the existence of the network and attribute to it any disruptions to their sense of enjoyment. This paper presents a novel approach to the impact of degraded network performance on people's experience of virtual environments and online games. Contrary to the customary approach, rather than hiding the state of the network, the application monitors its state to determine a set of global and local properties that are used to manipulate visual aspects of the displayed scene -Perceptual Network Metaphors (PNM).
This paper reports on the FP6 project PRIME, where we want to take serious gaming to develop an i... more This paper reports on the FP6 project PRIME, where we want to take serious gaming to develop an innovative virtual business environment (VBE) where valuable experiences will be gained. An important aim of PRIME is the integration of the VBE within an organization with the intention to be used as part of the working environment -PRIME-TIME. By playing regularly the game, the user can make decisions, take different approaches in negotiations, etc. and learn without risking real consequences. Much like the idea behind flight simulators, this will help in accumulating more experience than what the actual length of the person's career should allow.
Virtual Environments (VE) and online real-time games have a wide range of network requirements, w... more Virtual Environments (VE) and online real-time games have a wide range of network requirements, which imposes difficult development challenges. Consequently, building a network subsystem from the composition of various software components, each supporting specific data communication characteristics, is a promising approach that leverages the potential reusability of VE network protocols. This paper presents TreacleWell (TW), a component framework based on Application Level Framing (ALF) principles, to address the limitations of current network subsystems in VE. For the purposes of evaluating TreacleWell, the paper analyses and discusses the results of a performance benchmark.
We present Mayhem, which is a prototype of a Massive Online Role Playing Game (MORPG), where nove... more We present Mayhem, which is a prototype of a Massive Online Role Playing Game (MORPG), where novel research in the field of Virtual Environments (VEs) is combined with the requirements of online games. This results in a novel approach to develop VE systems. The paper analyses the building blocks of the underlying system supporting Mayhem.
The objective of a serious game is to impart some knowledge and experience for a specific subject... more The objective of a serious game is to impart some knowledge and experience for a specific subject, whilst leveraging the "fun" factor of games thereby ensuring user engagement. The European project PRIME develops such a game where the subject is "strategic decision making in global manufacturing". PRIME is a multi-user online serious game that allows the players to manage a business company that may be involved in some or all phases of a product lifecycle within the context of a global market.
Page 1. “ \m_Steed & 5 '51 \ \ \\° Q,\\?' Aw No rk e d \ M ... more Page 1. “ \m_Steed & 5 '51 \ \ \\° Q,\\?' Aw No rk e d \ M n L _ G;ra,p h | cs nilding Networked Games ' nd Virtual Environments Page 2. N¢l\§FK°d A G ~2§,*ph|cs If Vuilding Networked Games fand Virtual Environments Page 3. Networked Graphics Page 4. ...
Http Dx Doi Org 10 1162 105474601750182315, Mar 13, 2006
ABSTRACT
Proceedings Theory and Practice of Computer Graphics, 2004., 2000
The current development approach with networked applications is to isolate the user from the stat... more The current development approach with networked applications is to isolate the user from the state of the network. With virtual environment systems and online games, this design principle seriously hampers the utility of the application for the users, who associate most disruptions to network problems. The perceptual network metaphors (PNM) is a novel approach to handle the negative impact of degraded network performance on people's experience with online applications of real-time interaction. Contrary to hiding the impact of the network from the participants, the application monitors the state of the network and integrates the information in the display in a seamless fashion. The paper presents the PNM conceptual framework and an early prototype
Virtual Environments (VE) present a complex problem with interesting non-trivial challenges for s... more Virtual Environments (VE) present a complex problem with interesting non-trivial challenges for software development. The problems increase when considering VE that are both distributed and shared amongst multiple participants. The majority of existing systems supporting Large Scale VE (LSVE) are based on monolithic architectures, making maintenance and software reuse difficult at best.
Lecture Notes in Business Information Processing, 2008
... Agility in Serious Games Development with Distributed Teams: A Case Study 319 ... the XP meth... more ... Agility in Serious Games Development with Distributed Teams: A Case Study 319 ... the XP methodology is implementation oriented with much diminished emphasis on analysis and design, a ... The High Moon Studios, responsible for games such as Dark Watch, have been using ...
The trend in existing networked applications has to been to isolate the application from the netw... more The trend in existing networked applications has to been to isolate the application from the network. However, such an approach antagonizes the users of virtual environments and online games who acknowledge the existence of the network and attribute to it any disruptions to their sense of enjoyment. This paper presents a novel approach to the impact of degraded network performance on people's experience of virtual environments and online games. Contrary to the customary approach, rather than hiding the state of the network, the application monitors its state to determine a set of global and local properties that are used to manipulate visual aspects of the displayed scene -Perceptual Network Metaphors (PNM).
This paper reports on the FP6 project PRIME, where we want to take serious gaming to develop an i... more This paper reports on the FP6 project PRIME, where we want to take serious gaming to develop an innovative virtual business environment (VBE) where valuable experiences will be gained. An important aim of PRIME is the integration of the VBE within an organization with the intention to be used as part of the working environment -PRIME-TIME. By playing regularly the game, the user can make decisions, take different approaches in negotiations, etc. and learn without risking real consequences. Much like the idea behind flight simulators, this will help in accumulating more experience than what the actual length of the person's career should allow.
Virtual Environments (VE) and online real-time games have a wide range of network requirements, w... more Virtual Environments (VE) and online real-time games have a wide range of network requirements, which imposes difficult development challenges. Consequently, building a network subsystem from the composition of various software components, each supporting specific data communication characteristics, is a promising approach that leverages the potential reusability of VE network protocols. This paper presents TreacleWell (TW), a component framework based on Application Level Framing (ALF) principles, to address the limitations of current network subsystems in VE. For the purposes of evaluating TreacleWell, the paper analyses and discusses the results of a performance benchmark.
We present Mayhem, which is a prototype of a Massive Online Role Playing Game (MORPG), where nove... more We present Mayhem, which is a prototype of a Massive Online Role Playing Game (MORPG), where novel research in the field of Virtual Environments (VEs) is combined with the requirements of online games. This results in a novel approach to develop VE systems. The paper analyses the building blocks of the underlying system supporting Mayhem.
The objective of a serious game is to impart some knowledge and experience for a specific subject... more The objective of a serious game is to impart some knowledge and experience for a specific subject, whilst leveraging the "fun" factor of games thereby ensuring user engagement. The European project PRIME develops such a game where the subject is "strategic decision making in global manufacturing". PRIME is a multi-user online serious game that allows the players to manage a business company that may be involved in some or all phases of a product lifecycle within the context of a global market.
Page 1. “ \m_Steed & 5 '51 \ \ \\° Q,\\?' Aw No rk e d \ M ... more Page 1. “ \m_Steed & 5 '51 \ \ \\° Q,\\?' Aw No rk e d \ M n L _ G;ra,p h | cs nilding Networked Games ' nd Virtual Environments Page 2. N¢l\§FK°d A G ~2§,*ph|cs If Vuilding Networked Games fand Virtual Environments Page 3. Networked Graphics Page 4. ...